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Institute
- Fakultät IV - Wirtschaft und Informatik (353) (remove)
Companies worldwide have enabled their employees to work remotely as a consequence of the Covid 19 pandemic. Software development is a human-centered discipline and thrives on teamwork. Agile methods are focusing on several social aspects of software development. Software development teams in Germany were mainly co-located before the pandemic. This paper aims to validate the findings of existing studies by expanding on an existing multiple-case study. Therefore, we collected data by conducting semi-structured interviews, observing agile practices, and viewing project documents in three cases. Based on the results, we can confirm the following findings: 1) The teams rapidly adapted the agile practices and roles, 2) communication is more objective within the teams, 3) decreased social exchange between team members, 4) the expectation of a combined approach of remote and onsite work after the pandemic, 5) stable or increased (perceived) performance and 6) stable or increased well-being of team members.
In 2020, the world changed due to the Covid 19 pandemic. Containment measures to reduce the spread of the virus were planned and implemented by many countries and companies. Worldwide, companies sent their employees to work from home. This change has led to significant challenges in teams that were co-located before the pandemic. Agile software development teams were affected by this switch, as agile methods focus on communication and collaboration. Research results have already been published on the challenges of switching to remote work and the effects on agile software development teams. This article presents a systematic literature review. We identified 12 relevant papers for our studies and analyzed them on detail. The results provide an overview how agile software development teams reacted to the switch to remote work, e.g., which agile practices they adapted. We also gained insights on the changes of the performance of agile software development teams and social effects on agile software development teams during the pandemic.
This Innovative Practice Full Paper presents our learnings of the process to perform a Master of Science class with eduScrum integrating real world problems as projects. We prepared, performed, and evaluated an agile educational concept for the new Master of Science program Digital Transformation organized and provided by the department of business computing at the University of Applied Sciences and Arts - Hochschule Hannover in Germany. The course deals with innovative methodologies of agile project management and is attended by 25 students. We performed the class due the summer term in 2019 and 2020 as a teaching pair. The eduScrum method has been used in different educational contexts, including higher education. During the approach preparation, we decided to use challenges, problems, or questions from the industry. Thus, we acquired four companies and prepared in coordination with them dedicated project descriptions. Each project description was refined in the form of a backlog (list of requirements). We divided the class into four eduScrum teams, one team for each project. The subdivision of the class was done randomly.
Since we wanted to integrate realistic projects into industry partners’ implementation, we decided to adapt the eduScrum approach. The eduScrum teams were challenged with different projects, e.g., analyzing a dedicated phenomenon in a real project or creating a theoretical model for a company’s new project management approach. We present our experiences of the whole process to prepare, perform and evaluate an agile educational approach combined with projects from practice. We found, that the students value the agile method using real world problems. However, the results are mainly based on the summer term 2019, this paper also includes our learnings from virtual distance teaching during the Covid 19 pandemic in summer term 2020. The paper contributes to the distribution of methods for higher education teaching in the classroom and distance learning.
Agile methods require constant optimization of one’s approach and leading to the adaptation of agile practices. These practices are also adapted when introducing them to companies and their software development teams due to organizational constraints. As a consequence of the widespread use of agile methods, we notice a high variety of their elements:
Practices, roles, and artifacts. This multitude of agile practices, artifacts, and roles results in an unsystematic mixture. It leads to several questions: When is a practice a practice, and when is it a method or technique? This paper presents the tree of agile elements, a taxonomy of agile methods, based on the literature and guidelines of widely used agile methods. We describe a taxonomy of agile methods using terms and concepts of software engineering, in particular software process models. We aim to enable agile elements to be delimited, which should help companies, agile teams, and the research community gain a basic understanding of the interrelationships and dependencies of individual components of agile methods.
Context: Companies adapt agile methods, practices or artifacts for their use in practice since more than two decades. This adaptions result in a wide variety of described agile practices. For instance, the Agile Alliance lists 75 different practices in its Agile Glossary. This situation may lead to misunderstandings, as agile practices with similar names can be interpreted and used differently.
Objective: This paper synthesize an integrated list of agile practices, both from primary and secondary sources.
Method: We performed a tertiary study to identify existing overviews and lists of agile practices in the literature. We identified 876 studies, of which 37 were included.
Results: The results of our paper show that certain agile practices are listed and used more often in existing studies. Our integrated list of agile practices comprises 38 entries structured in five categories. Conclusion: The high number of agile practices and thus, the wide variety increased steadily over the past decades due to the adaption of agile methods. Based on our findings, we present a comprehensive overview of agile practices. The research community benefits from our integrated list of agile practices as a potential basis for future research. Also, practitioners benefit from our findings, as the structured overview of agile practices provides the opportunity to select or adapt practices for their specific needs.
In der Arbeit wird untersucht, wie Aufgaben im pathologischen Kontext automatisiert bewertet und für die Lernenden lernförderliches Feedback generiert werden kann. Dafür wurde eine Lernsoftware entwickelt, welche das Erstellen und automatisierte Bewerten der Aufgaben ermöglicht. Das Feedback informiert die Lernenden nicht nur darüber, ob eine Aufgabe richtig oder falsch gelöst worden ist, sondern unterstützt auch bei der Findung der richtigen Lösung. Hierzu wurde untersucht, wie das Feedback in einer Lernsoftware aufgebaut sein muss, um den Lernerfolg zu fördern. Auf dieser Grundlage wurden mit den Stakeholdern der Medizinischen Hochschule Hannover die Anforderungen an die Lernsoftware definiert und umgesetzt.
Pathologists need to identify abnormal changes in tissue. With the developing digitalization, the used tissue slides are stored digitally. This enables pathologists to annotate the region of interest with the support of software tools. PathoLearn is a web-based learning platform explicitly developed for the teacher-student scenario, where the goal is that students learn to identify potential abnormal changes. Artificial intelligence (AI) and machine learning (ML) have become very important in medicine. Many health sectors already utilize AI and ML. This will only increase in the future, also in the field of pathology. Therefore, it is important to teach students the fundamentals and concepts of AI and ML early in their studies. Additionally, creating and training AI generally requires knowledge of programming and technical details. This thesis evaluates how this boundary can be overcome by comparing existing end-to-end AI platforms and teaching tools for AI. It was shown that a visual programming editor offers a fitting abstraction for creating neural networks without programming. This was extended with real-time collaboration to enable students to work in groups. Additionally, an automatic training feature was implemented, removing the necessity to know technical details about training neural networks.
Visual effects and elements in video games and interactive virtual environments can be applied to transfer (or delegate) non-visual perceptions (e.g. proprioception, presence, pain) to players and users, thus increasing perceptual diversity via the visual modality. Such elements or efects are referred to as visual delegates (VDs). Current fndings on the experiences that VDs can elicit relate to specifc VDs, not to VDs in general. Deductive and comprehensive VD evaluation frameworks are lacking. We analyzed VDs in video games to generalize VDs in terms of their visual properties. We conducted a systematic paper analysis to explore player and user experiences observed in association with specifc VDs in user studies. We conducted semi-structured interviews with expert players to determine their preferences and the impact of VD properties. The resulting VD framework (VD-frame) contributes to a more strategic approach to identifying the impact of VDs on player and user experiences.
Research into new forms of care for complex chronic diseases requires substantial efforts in the collection, storage, and analysis of medical data. Additionally, providing practical support for those who coordinate the actual care management process within a diversified network of regional service providers is also necessary. For instance, for stroke units, rehabilitation partners, ambulatory actors, as well as health insurance funds. In this paper, we propose the concept of comprehensive and practical receiver-oriented encryption (ROE) as a guiding principle for such data-intensive, research-oriented case management systems, and
illustrate our concept with the example of the IT infrastructure of the project STROKE OWL.
Die neuen Medien haben in der Sozialwirtschaft Einzug gehalten: Immer mehr Menschen informieren sich online über Träger, Einrichtungen und Dienste. Moderne Instrumente der Marktkommunikation sind eine wichtige Säule im Kontakt mit Kunden, Mitarbeitenden, Medien, aber auch Ehrenamtlichen und Förderern.
Für die Übermittlung personenbezogener Daten ist eine verschlüsselte Übertragung unverzichtbar und seit Jahren etabliert. Durch die erhöhte Datenschutz-Sensibilität gewinnt der vertrauliche Zugriff über https auf die Websites von Sozialunternehmen an Bedeutung. Sobald über Kontaktformulare oder etwa Bewerberportale der Austausch personenbezogener Daten angeboten wird, ist mit Einführung des IT-Sicherheitsgesetzes im Juli 2015 eine SSL-Verschlüsselung zur Pflicht geworden.
Die nachfolgende Studie beleuchtet den aktuellen Umsetzungsgrad zur Sicherheit von Web-Server in der Sozialwirtschaft. Es wird dargestellt, in welchem Umfang heute https-basierte Zugriffe auf die Internetseiten von Sozialunternehmen möglich sind. Darüber hinaus werden mögliche Probleme in der technischen Implementierung überprüft und ausgewertet.